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Barmaid's Brewery
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Barmaid's Brewery | Ogskive
## About this Supplement *Barmaid's Brewery* contains supplemental material and tables for DMs. Taverngoing is a time-weathered *Dungeons & Dragons* tradition, allowing characters to escape from the burden of adventure, enjoy a drink, and connect with the town and its denizens. As a DM, you can use *Barmaid's Brewery* as a quick reference guide for things to do in a tavern, a way to add complexity and intrigue to your local dive, or a spark of inspiration for designing a flourishing watering hole. ### Drinking Adventuring and imbibing alcohol are close bosom buddies. Each day, a creature can safely consume a number of alcoholic drinks equal to their Constitution modifier (minimum of 1 drink). For each drink a creature consumes beyond that limit, they must make a Constitution saving throw with a DC equal to 9 + 1 for each drink past their limit. On a failed saving throw, a creature is poisoned for 1 hour. If a creature fails their saving throw by 5 or more, they retch and are poisoned for 4 hours instead. A creature that is proficient with brewer's supplies can use their action to stifle the effects of alcohol poisoning. If the creature succeeds on a DC 20 Constitution (Brewer's Supplies) check, they are no longer poisoned. Once a creature uses this action, they can't do so again until they finish a long rest. #### Brewing Beer Refer to page 79 of *Xanathar's Guide to Everything* for a description of the contents of brewer's supplies. As *Xanathar's Guide to Everything* suggests, you can brew beer using brewer's supplies. It takes 1 hour of work and 5 cp worth of hops to begin the process of brewing beer. This involves sterilizing your equipment and boiling hops. Following this process, the liquid must be left to ferment for at least 7 days. After fermentation is complete, it takes an additional 1 hour of work to bottle the beer. You create 10 drinks worth of beer using this method, the quality of which is determined by an Intelligence (Brewer's Supplies) check at the end of the process. You have advantage on this check if the beer was allowed to ferment for 14 days or longer. | Check |Result :-:|:- 5 or lower|The beer is impotable. A creature that consumes the beer must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour. 6–10|The taste is unappealing. 11–17|The taste is average. Some may find it pleasant. 18 or higher|The taste is sensational, palatable, and unique. \columnbreak #### Types of Beverages This table expands upon the options for beverages on page 158 of the *Player's Handbook*. |Beverage|Cost|Number of Drinks| :-|:-:|:-: Ale (gallon)|2 sp|5 Ale (mug)|4 cp|1 Beer (mug)|4 cp|1 Cider (glass)|5 cp|1 Cider (gallon)|3 sp|6 Mead (mug)|5 cp|1 Spirit (bottle)|15 gp|15 Spirit (shot)|1 gp|1 Wine (common, pitcher)|2 sp|6 Wine (fine, bottle)|10 gp|5 ### Tavern Staff The personnel of a tavern serve as its lifeblood, existing as tools for your players to interact with. Use this section to stock your drinking establishment with a cast of characters. You can roll on the Tavern Staff Personality table to quickly give any staff member a memorable quirk. If you want to further flesh out a character, refer to chapter 4 of the *Dungeon Master's Guide*, "Creating Nonplayer Characters." ##### Tavern Staff Personality | 1d12 |Personality :-:|:- 1|Has their own item on the menu, and feverishly recommends it to customers 2|Professes their opinions about which beverages are superior and which aren't worth your coin 3|Forlornly gulps the forgotten remains of ale at the end of the day 4|Readily accepts a drinking challenge, despite their weak constitution 5|Disdains dwarves and their drinking culture 6|Conjures phony rumors about new customers as they walk through the door 7|Points out things to see in do around town 8|Can't help but stare in awe at muscular hunks 9|Prone to accidents, always bumping into tables and bar patrons 10|Will eat anything off the floor, no questions asked 11|Barks the same old story every night as if it was their first time telling it 12|Gets drunk and sneaks free ale to customers they fancy \pagebreak
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Barmaid's Brewery | Ogskive
___ > ## Barkeep >*Medium Humanoid, Any Alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|13 (+1)|10 (+0)|12 (+1)| >___ > - **Skills** History +3, Insight +2 > - **Senses** passive Perception 10 > - **Languages** Common and one other language > - **Challenge** 0 (10 XP) > ___ > > ***Mixologist.*** The barkeep has advantage on Wisdom (Perception) checks that rely on taste. > > ### Actions > ***Glass Bottle.*** *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. On a critical hit, the damage type is piercing instead of bludgeoning and the speed of the target is reduced by 10 ft. until the end of their next turn. \columnbreak ___ > ## Barmaid >*Medium Humanoid, Any Alignment* > ___ > - **Armor Class** 11 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|10 (+0)|10 (+0)|11 (+0)|13 (+1)| >___ > - **Senses** passive Perception 10 > - **Languages** any one language (usually Common) > - **Challenge** 0 (10 XP) > ___ > > ***Server.*** The barmaid can hold three items in each hand, as long as none of the items are weapons or shields. > > ### Actions > ***Pan.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. On a critical hit, the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of their next turn. \pagebreak
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Barmaid's Brewery | Ogskive
#### Barkeeps and Barmaids A standard tavern is staffed by 1d2 **barkeeps** and 2d4 **barmaids** (see their stat blocks on the previous page). Barkeeps and barmaids both tend to the everyday needs of the establishment, performing mundane chores, interfacing with customers, and cooking food. As they face the gregarious public, barkeeps and barmaids are at the center of the gossip grapevine. If a player wants to take part in towny intrigue, you can roll on the Rumor Mill table for inspiration. Rumors can be used as jumping-off points for adventures or side quests. ##### Rumor Mill | 1d6 |Rumor :-:|:- 1|An aristocrat has been dressing down lately, perhaps having lost their fortune 2|A member of the council has been having a torrid love affair with a being from another realm 3|A safe has been unearthed from a local's land and nobody has been able to open it 4|Two rogue guilds have been price-gouging general goods in secret, leading to price hikes 5|A nearby monastery, though abandoned, has been producing eerie noises and lights in the night 6|The young children of a commoner have been spotted taking flight #### Bards A harmonious **bard** is a common sight at places of revelry. There, they can display their craft to an absorbed and drunken audience, be it a soothing song or a tale of heroics. Typical services a bard can offer and their prices are listed below in the Bard Services table. You can use the Ballad table to generate the theme for a random performance. On the job, bards rarely gather in groups, preferring not to split the profits of a day's work. As such, usually only a single bard can be found in a tavern at a time. You can find their stat block in *Volo's Guide to Monsters* and *Mordenkainen's Tome of Foes*. ##### Bard Services |Service|Cost |:-|:- Perform a particular song or act|5 sp Make music for an hour|1 sp Write a poem|2 gp ##### Ballad
| d8 | Genre | |:---:|:-----------| | 1 | A solemn lamentation | | 2 | A tale of whimsy | | 3 | A chilling ghost story | | 4 | A lilting lullaby | | 5 | A sorrowful melody | 6 | A feel-good tune | 7 | An absurd rant | 8 | A chanted shanty | d8 | About | |:---:|:-----------| | 1 | Twin dragons | | 2 | A drunken pirate | | 3 | The bard's muse | | 4 | The local area | | 5 | The greatest wizard | 6 | A prophesied storm | 7 | Faraway nobles | 8 | A mythical beast
\columnbreak #### Star Patrons Though not technically staff, patrons that do regular business at a tavern may have a greater connection with the establishment than the average booze binger. If you'd like to populate your tavern with a star patron, you can roll on the Patron table and the Patron Service table below to give them a purpose. You can find the stat blocks for the patrons listed in the Patron table in the *Monster Manual*. ##### Patron | d10 | Patron | |:---:|:-----------| | 1 | An **acolyte** from a nearby parish | 2 | A **bandit** hiding from the law | 3 | A **commoner** who inherited a lump of gold | 4 | A **cultist** looking for initiates | 5 | A **druid** who spends their time in the form of a cat | 6 | A **guard** who middlemans for the lord and lady | 7 | A **mage** who frequents the bar between adventures | 8 | A **noble** that's desperately in love with a member of the staff | 9 | A **scout** that got lost on the road | 10 | A **spy** who has suspicions about the tavern's true identity ##### Patron Services | d20 | Service | |:---:|:-----------| | 1 | Has a grand plan and will hire adventurers to achieve their mission | 2 | Owns a farm and can pay for labor | 3 | Is friendly with a local artisan (smith, baker, clothier, or another profession of your choice) and can get a discount in exchange for a favor | 4 | Trades in secrets | 5 | Seeking to dispose of an unwanted magic item | 6 | Can lend a horse and carriage to kind folks in need of a ride | 7 | Has access to a large amount of raw materials | 8 | Using their connections, can rapidly spread word around town | 9 |Rents out their shed and basement as places to stay | 10 |Sells mundane equipment out of their backpack | 11 |Exchanges copper and silver coins for gold and platinum coins | 12 |Can cast *remove curse* for a price | 13 |Seeking work as a hireling | 14 |Trains exotic beasts for use in combat | 15 |Digs holes and doesn't ask questions | 16 |Runs messages throughout nearby towns | 17 |Has an in with a seedy underbelly, black market, or gambling den | 18 |Owns a family library with an abundance of historical texts | 19 |Appraises gemstones and artifacts, but isn't particularly accurate | 20 |Is willing to share recipes for magical brews (see the Magical Brews section) \pagebreak
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Barmaid's Brewery | Ogskive
\columnbreak ### Tavern Features In order to succeed as a business, a tavern has to stand out from the competition. If a tavern has a unique feature, it will also make it a memorable location for your players. Roll on one or more of the tables in this section to give your tavern a special flare. #### Bar | 1d6 |Bar Feature| |:-:|:- 1|A massive keg sits atop a circular bar, supplying pressure for drink hoses 2|Unfinished drinks are dumped into a well by the bar at the end of the night, and patrons can drink from the well for free 3|The bar is a mechanical wonder, able to serve drinks independent of a bartender 4|Gazing into a magic orb at the bar shows you which item from the menu you most desire 5|The bar is absurdly long, though the bartender can slide a drink down its entire length and not spill a drop 6|A friendly badger lives under the bar and munches on uneaten table scraps #### Decor | 1d6 |Tavern Decor| |:-:|:- 1|A gigantic portrait of the owner looms over the seating area 2|A gaudy, priceless chandelier consisting of rare gemstones and precious metals dangles tantalizingly just above the center table 3|A sparkling mist hangs up by the ceiling, and lovelorn patrons occasionally see visions of their soulmate within it 4|All of the mugs in the bar are engraved with the name of a spell 5|The tavern sports its devotion to the township by displaying its heraldry on every available surface 6|Doubling as an archaeological museum, the tavern has various relics on display from a bygone age #### Fireplace | 1d4 |Fireplace Feature| |:-:|:- 1|The flames burn emerald green 2|Three stuffed heads of a chimera hang above the mantle 3|The crackling of the flames makes a melodic tune 4|Hot meals are cooked and served through the fireplace #### Tavern Sign The singlemost important decision in a tavernkeeper's career is choosing the name of their business. It ought to be thoughtful, memorable, and curious enough to draw in prospects. A tavern sign is crafted to bear the name and hung above the main entrance. You can roll on the Tavern Adjective and Tavern Noun tables on the following page to randomly create a name for your tavern by combining the results. \pagebreak ##### Tavern Adjective
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Barmaid's Brewery | Ogskive
| d100 | Adjective | |:---:|:-----------| | 1 | Alarming | 2 | Arcadian | 3 | Arcane | 4 | Ashen | 5 | Bad | 6 | Baffled | 7 | Black-bearded | 8 | Blind 9|Bloated 10|Blushing 11|Boozy 12|Canny 13|Caustic 14|Chilled 15|Colorful 16|Comely 17|Cross 18|Crunchy 19|Cutty 20|Debonair 21|Devious 22|Dilapidated 23|Drunken 24|Elite 25|Even 26|Exploding 27|Feckless 28|Flying 29|Forlorn 30|Friendly 31|Gaudy 32|Giddy 33|Gilded 34|Glistering 35|Groggy 36|Grumpy 37|Haunted 38|Healthful 39|Hearty 40|Heroic 41|Hidden 42|Holy 43|Honest 44|Hooting 45|Humongous 46|Hungry 47|Laughing 48|Lonely 49|Loud 50|Lucky | d100 | Adjective | |:---:|:-----------| | 51 | Ludicrous 52|Luminous 53|Macho 54|Magic 55|Meandering 56|Mighty 57|Mouthy 58|Naughty 59|New 60|Noble 61|Oily 62|Old 63|Persnickety 64|Pickled 65|Pouty 66|Prospective 67|Punctual 68|Raging 69|Rambunctious 70|Raucous 71|Rolling 72|Rotten 73|Rusty 74|Sage 75|Salty 76|Serpentine 77|Silent 78|Sinister 79|Sleepy 80|Solo 81|Spectral 82|Speedy 83|Splendiferous 84|Squabbling 85|Standing 86|Steaming 87|Sultry 88|Swimming 89|Thirsty 90|Tiny 91|Umbral 92|Unseen 93|Uppity 94|Vapid 95|Verdant 96|Voluptuous 97|Wimpy 98|Wise 99|Yellow bellied 100|Zealous
\columnbreak ##### Tavern Noun
| d100 | Noun | |:---:|:-----------| | 1 | Angel | 2 | Baker | 3 | Barrel | 4 | Bell | 5 | Berry | 6 | Blood | 7 | Boots | 8 | Brawler 9|Brother 10|Bull 11|Canoe 12|Cask 13|Casket 14|Castle 15|Clam 16|Coward 17|Crook 18|Crown 19|Cutlass 20|Dagger 21|Dancer 22|Dog 23|Donkey 24|Dove 25|Dragon 26|Drunkard 27|Duck 28|Eagle 29|Eye 30|Fear 31|Finger 32|Fish scales 33|Flag 34|Flask 35|Foam 36|Folly 37|Friar 38|Galleon 39|Grapes 40|Guardian 41|Gull 42|Hand 43|Head 44|Horse 45|House 46|Ibis 47|Jewel 48|Keel 49|Keepsake 50|Kettle | d100 | Noun | |:---:|:-----------| | 51 | King 52|Kiss 53|Ladle 54|Lamb 55|Lantern 56|Lavender 57|Legend 58|Lover 59|Maiden 60|Mask 61|Minstrel 62|Moon 63|Moose 64|Night 65|Oar 66|Petunia 67|Phoenix 68|Pigsty 69|Pilgrim 70|Pole 71|Potato 72|Queen 73|Residence 74|Rest 75|Revelry 76|River 77|Roost 78|Rucksack 79|Sailor 80|Scroll 81|Seamstress 82|Shark 83|Shepherd 84|Smith 85|Spark 86|Stable 87|Stag 88|Star 89|Stone 90|Sunrise 91|Time 92|Tinker 93|Villa 94|Wand 95|Warrior 96|Waves 97|Wench 98|Whaler 99|Widow 100|Wizard
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Barmaid's Brewery | Ogskive
### Magic Brews In ancient dwarven fermentation labs, the wine cellar of an archfey, or on the top shelf of a high fantasy alehouse, refreshments of unusual power can be found. Magical alcoholic brews function identically to potions, though they require brewer's supplies to craft. A flight of magical brews can be found in this section for you to sample. #### Fire Mead *Potion, rare* ____ Boiling bubbles erupt from this fiery mead. When you drink this mead, you can choose to mimic the effects of a spell by breathing flames from your mouth, using Constitution as your spellcasting ability modifier. Make a Constitution check. The spell you mimic depends on the result of the check. |Result|Spell| |:-:|:- 4 or lower|*fire bolt* 5–8|*burning hands* 9–12|*Aganazzar's scorcher* 13–16|*fireball* 17–20|*fireball (4th-level)* 21 or higher|*flame strike* #### Hearth Ale *Potion, common* ___ This ale warms the soul. When you drink this ale, you are immune to the effects of extreme cold for the next 8 hours. > ##### *D&D* as a Drinking Game > > You can turn *Dungeons & Dragons* into a drinking game by introducing the following magic item to your game. Be responsible while drinking and never drink past your limit. > > > > #### Flagon of Styxwater > *Wondrous item, very rare (requires attunement)* >___ > This otherwordly flagon magically produces bolstering waters. When you are hit by an attack or fail a saving throw and take damage, you can take a drink of your beverage to gain immunity to the damage. If the attack is a critical hit or if the damage would reduce you to 0 hit points, you must finish your beverage instead. \columnbreak #### Home Brew *Potion, uncommon* ___ This brew smells different to every creature that takes a whiff, always offering an aroma of their favorite foods. When you drink this brew, you receive enough nourishment to sustain you for one day, as if you'd eaten a full hearty meal. Additionally, you feel an all-encompassing sensation of comfort that lasts until you finish a long rest. For the duration, you can't have disadvantage on ability checks, you gain 10 temporary hit points when you finish a short rest, and you don't suffer any drawbacks from sleeping in armor. #### Mead of Dwarven Heritage *Potion, rare* ___ This mead tastes acrid to any creature that isn't a dwarf. When a dwarf drinks this mead, a spectral *dwarven thrower* appears in their hand. This *dwarven thrower* doesn't require attunement. It vanishes after 1 minute has passed, or if a creature other than a dwarf attempts to use it. #### Rum of Echos and Echos *Potion, legendary* ___ When you drink this rum, you merge with a version of yourself from an alternative universe. You may exchange your race for a new one and change your racial traits accordingly. Additionally, you may change your subclass and replace all your old subclass features with the features of the new subclass that are for your new level and lower. You can also swap any number of your skill proficiencies for other skill proficiencies. \pagebreak
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Barmaid's Brewery | Ogskive
#### Unseelie Quaff *Potion, uncommon* ___ This spicy ale, known for its ability to induce sleepwalking, is made using soporific herbs from the Feywild. It has no effect on elves or other creatures that can't be put to sleep by magic. When you drink this quaff, you fall unconscious sometime within the next 10 minutes, but you don't fall prone and you don't drop any items you are holding. You have no awareness of your environment while in this state, but you know the location of visible creatures within 30 feet of you that aren't behind total cover. You regain consciousness after 8 hours pass, if you take damage, or if a creature uses their action to shake you awake. Your body can move of its own accord while under the effects of this quaff. It travels at a slow pace, and you can take short or long rests while sleepwalking in this way. You can choose for your body to follow a creature that you are aware of within 30 feet of you, or you can choose for your body to amble towards a location you know how to get to. Your body travels by the shortest route you are aware of, avoiding obvious dangers like fires and steep drops. You awake early if you arrive at your destination or if you encounter an impasse. #### Wine of Bolstering *Potion, common* ___ When you drink this wine, you gain 1d6 + 1 temporary hit points. These temporary hits add to your current temporary hit points if you have any. \columnbreak > ##### Credits > - Created by Andrew/Ogskive > - Special thanks to my wonderful friends who helped fill the tables > - Made using GMBinder > ##### Art > - Cover by Matt Hubel > - Theme modified from blckthorn's theme > - Blotches from PNGItem > - Barkeep by James Green > - Barmaid from Fantasy Flight Games > - Tavern by J Line > - Watercolor stains by Jared Ondricek > - Mug by Luigi Rao > - Tavern scene by CONCEPT4 > ___ > *Barmaid's Brewery is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.*